2014-09-30 22:07:25 +08:00
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
// Headers
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
#include <SFML/Graphics.hpp>
|
|
|
|
#include <SFML/OpenGL.hpp>
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
/// Entry point of application
|
|
|
|
///
|
|
|
|
/// \return Application exit code
|
|
|
|
///
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
int main()
|
|
|
|
{
|
2015-01-13 01:00:44 +08:00
|
|
|
// Request a 24-bits depth buffer when creating the window
|
2014-09-30 22:07:25 +08:00
|
|
|
sf::ContextSettings contextSettings;
|
2015-01-13 01:00:44 +08:00
|
|
|
contextSettings.depthBits = 24;
|
2014-09-30 22:07:25 +08:00
|
|
|
|
|
|
|
// Create the main window
|
|
|
|
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML graphics with OpenGL", sf::Style::Default, contextSettings);
|
|
|
|
window.setVerticalSyncEnabled(true);
|
|
|
|
|
|
|
|
// Create a sprite for the background
|
|
|
|
sf::Texture backgroundTexture;
|
|
|
|
if (!backgroundTexture.loadFromFile("resources/background.jpg"))
|
|
|
|
return EXIT_FAILURE;
|
|
|
|
sf::Sprite background(backgroundTexture);
|
|
|
|
|
|
|
|
// Create some text to draw on top of our OpenGL object
|
|
|
|
sf::Font font;
|
|
|
|
if (!font.loadFromFile("resources/sansation.ttf"))
|
|
|
|
return EXIT_FAILURE;
|
|
|
|
sf::Text text("SFML / OpenGL demo", font);
|
|
|
|
text.setColor(sf::Color(255, 255, 255, 170));
|
|
|
|
text.setPosition(250.f, 450.f);
|
|
|
|
|
|
|
|
// Load an OpenGL texture.
|
|
|
|
// We could directly use a sf::Texture as an OpenGL texture (with its Bind() member function),
|
|
|
|
// but here we want more control on it (generate mipmaps, ...) so we create a new one from an image
|
|
|
|
GLuint texture = 0;
|
|
|
|
{
|
|
|
|
sf::Image image;
|
|
|
|
if (!image.loadFromFile("resources/texture.jpg"))
|
|
|
|
return EXIT_FAILURE;
|
|
|
|
glGenTextures(1, &texture);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
2015-01-13 01:15:11 +08:00
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.getSize().x, image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr());
|
2014-09-30 22:07:25 +08:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
2015-01-13 01:15:11 +08:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
2014-09-30 22:07:25 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// Enable Z-buffer read and write
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glClearDepth(1.f);
|
|
|
|
|
|
|
|
// Disable lighting
|
|
|
|
glDisable(GL_LIGHTING);
|
|
|
|
|
|
|
|
// Configure the viewport (the same size as the window)
|
|
|
|
glViewport(0, 0, window.getSize().x, window.getSize().y);
|
|
|
|
|
|
|
|
// Setup a perspective projection
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glLoadIdentity();
|
|
|
|
GLfloat ratio = static_cast<float>(window.getSize().x) / window.getSize().y;
|
|
|
|
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
|
|
|
|
|
|
|
|
// Bind the texture
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
|
|
|
|
|
|
// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
|
2015-01-13 01:15:46 +08:00
|
|
|
static const GLfloat cube[] =
|
2014-09-30 22:07:25 +08:00
|
|
|
{
|
|
|
|
// positions // texture coordinates
|
|
|
|
-20, -20, -20, 0, 0,
|
|
|
|
-20, 20, -20, 1, 0,
|
|
|
|
-20, -20, 20, 0, 1,
|
|
|
|
-20, -20, 20, 0, 1,
|
|
|
|
-20, 20, -20, 1, 0,
|
|
|
|
-20, 20, 20, 1, 1,
|
|
|
|
|
|
|
|
20, -20, -20, 0, 0,
|
|
|
|
20, 20, -20, 1, 0,
|
|
|
|
20, -20, 20, 0, 1,
|
|
|
|
20, -20, 20, 0, 1,
|
|
|
|
20, 20, -20, 1, 0,
|
|
|
|
20, 20, 20, 1, 1,
|
|
|
|
|
|
|
|
-20, -20, -20, 0, 0,
|
|
|
|
20, -20, -20, 1, 0,
|
|
|
|
-20, -20, 20, 0, 1,
|
|
|
|
-20, -20, 20, 0, 1,
|
|
|
|
20, -20, -20, 1, 0,
|
|
|
|
20, -20, 20, 1, 1,
|
|
|
|
|
|
|
|
-20, 20, -20, 0, 0,
|
|
|
|
20, 20, -20, 1, 0,
|
|
|
|
-20, 20, 20, 0, 1,
|
|
|
|
-20, 20, 20, 0, 1,
|
|
|
|
20, 20, -20, 1, 0,
|
|
|
|
20, 20, 20, 1, 1,
|
|
|
|
|
|
|
|
-20, -20, -20, 0, 0,
|
|
|
|
20, -20, -20, 1, 0,
|
|
|
|
-20, 20, -20, 0, 1,
|
|
|
|
-20, 20, -20, 0, 1,
|
|
|
|
20, -20, -20, 1, 0,
|
|
|
|
20, 20, -20, 1, 1,
|
|
|
|
|
|
|
|
-20, -20, 20, 0, 0,
|
|
|
|
20, -20, 20, 1, 0,
|
|
|
|
-20, 20, 20, 0, 1,
|
|
|
|
-20, 20, 20, 0, 1,
|
|
|
|
20, -20, 20, 1, 0,
|
|
|
|
20, 20, 20, 1, 1
|
|
|
|
};
|
|
|
|
|
|
|
|
// Enable position and texture coordinates vertex components
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), cube);
|
|
|
|
glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), cube + 3);
|
|
|
|
|
|
|
|
// Disable normal and color vertex components
|
|
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
|
|
|
|
// Create a clock for measuring the time elapsed
|
|
|
|
sf::Clock clock;
|
|
|
|
|
|
|
|
// Start game loop
|
|
|
|
while (window.isOpen())
|
|
|
|
{
|
|
|
|
// Process events
|
|
|
|
sf::Event event;
|
|
|
|
while (window.pollEvent(event))
|
|
|
|
{
|
|
|
|
// Close window: exit
|
|
|
|
if (event.type == sf::Event::Closed)
|
|
|
|
window.close();
|
|
|
|
|
|
|
|
// Escape key: exit
|
|
|
|
if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
|
|
|
|
window.close();
|
|
|
|
|
|
|
|
// Adjust the viewport when the window is resized
|
|
|
|
if (event.type == sf::Event::Resized)
|
|
|
|
glViewport(0, 0, event.size.width, event.size.height);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw the background
|
|
|
|
window.pushGLStates();
|
|
|
|
window.draw(background);
|
|
|
|
window.popGLStates();
|
|
|
|
|
|
|
|
// Clear the depth buffer
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
// We get the position of the mouse cursor, so that we can move the box accordingly
|
|
|
|
float x = sf::Mouse::getPosition(window).x * 200.f / window.getSize().x - 100.f;
|
|
|
|
float y = -sf::Mouse::getPosition(window).y * 200.f / window.getSize().y + 100.f;
|
|
|
|
|
|
|
|
// Apply some transformations
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glLoadIdentity();
|
|
|
|
glTranslatef(x, y, -100.f);
|
|
|
|
glRotatef(clock.getElapsedTime().asSeconds() * 50.f, 1.f, 0.f, 0.f);
|
|
|
|
glRotatef(clock.getElapsedTime().asSeconds() * 30.f, 0.f, 1.f, 0.f);
|
|
|
|
glRotatef(clock.getElapsedTime().asSeconds() * 90.f, 0.f, 0.f, 1.f);
|
|
|
|
|
|
|
|
// Draw the cube
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
|
|
|
|
// Draw some text on top of our OpenGL object
|
|
|
|
window.pushGLStates();
|
|
|
|
window.draw(text);
|
|
|
|
window.popGLStates();
|
|
|
|
|
|
|
|
// Finally, display the rendered frame on screen
|
|
|
|
window.display();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Don't forget to destroy our texture
|
|
|
|
glDeleteTextures(1, &texture);
|
|
|
|
|
|
|
|
return EXIT_SUCCESS;
|
|
|
|
}
|